package com.rzico.basics.model;

import com.fasterxml.jackson.annotation.JsonIgnoreProperties;
import com.fasterxml.jackson.annotation.JsonInclude;
import io.swagger.annotations.ApiModelProperty;
import lombok.Data;

import java.awt.geom.Point2D;
import java.util.Collections;
import java.util.List;

/**
 *   订单附加信息
 * Created by macro on 2018/5/17.
 */
@Data
@JsonIgnoreProperties(value = {"handler"})
@JsonInclude(JsonInclude.Include.NON_NULL)
public class MapPoint {

    /** 地球半径 */
    private static final double EARTH_RADIUS = 6371000;

    public Double M;
    public Double O;
    public Double lat;
    public Double lng;


    public Point2D.Double getPoint2D() {
        return new Point2D.Double(this.lng,this.lat);
    }


    public double hav(double theta) {
        double s = Math.sin(theta / 2);
        return s * s;
    }


    /**
     * 经纬度计算两点距离
     *
     * double lat1, double lat2, double lon1,    double lon2
     *            对象
     * @return double公里数
     */
    public double distatce(MapPoint point) {
        Double lat0 = Math.toRadians(getLat());
        Double lat1 = Math.toRadians(point.getLat());
        Double lng0 = Math.toRadians(getLng());
        Double lng1 = Math.toRadians(point.getLng());

        double dlng = Math.abs(lng0 - lng1);
        double dlat = Math.abs(lat0 - lat1);
        double h = hav(dlat) + Math.cos(lat0) * Math.cos(lat1) * hav(dlng);
        double distance = 2 * EARTH_RADIUS * Math.asin(Math.sqrt(h));

        return distance / 1000;
    }

    /**
     * 返回一个点是否在一个多边形区域内
     *
     * @param points 多边形坐标点列表
     * @return true 多边形包含这个点,false 多边形未包含这个点。
     */
    public boolean inPolygon(List<MapPoint> points) {
        if (points==null) {
            return false;
        }
        int N = points.size();
        boolean boundOrVertex = true; //如果点位于多边形的顶点或边上，也算做点在多边形内，直接返回true
        int intersectCount = 0;//cross points count of x
        double precision = 2e-10; //浮点类型计算时候与0比较时候的容差
        Point2D.Double p1, p2;//neighbour bound vertices
        Point2D.Double p = getPoint2D(); //当前点

        p1 = points.get(0).getPoint2D();//left vertex
        for(int i = 1; i <= N; ++i){//check all rays
            if(p.equals(p1)){
                return boundOrVertex;//p is an vertex
            }

            p2 =  points.get(i % N).getPoint2D();//right vertex
            if(p.x < Math.min(p1.x, p2.x) || p.x > Math.max(p1.x, p2.x)){//ray is outside of our interests
                p1 = p2;
                continue;//next ray left point
            }

            if(p.x > Math.min(p1.x, p2.x) && p.x < Math.max(p1.x, p2.x)){//ray is crossing over by the algorithm (common part of)
                if(p.y <= Math.max(p1.y, p2.y)){//x is before of ray
                    if(p1.x == p2.x && p.y >= Math.min(p1.y, p2.y)){//overlies on a horizontal ray
                        return boundOrVertex;
                    }

                    if(p1.y == p2.y){//ray is vertical
                        if(p1.y == p.y){//overlies on a vertical ray
                            return boundOrVertex;
                        }else{//before ray
                            ++intersectCount;
                        }
                    }else{//cross point on the left side
                        double xinters = (p.x - p1.x) * (p2.y - p1.y) / (p2.x - p1.x) + p1.y;//cross point of y
                        if(Math.abs(p.y - xinters) < precision){//overlies on a ray
                            return boundOrVertex;
                        }

                        if(p.y < xinters){//before ray
                            ++intersectCount;
                        }
                    }
                }
            }else{//special case when ray is crossing through the vertex
                if(p.x == p2.x && p.y <= p2.y){//p crossing over p2
                    Point2D.Double p3 = points.get((i+1) % N).getPoint2D(); //next vertex
                    if(p.x >= Math.min(p1.x, p3.x) && p.x <= Math.max(p1.x, p3.x)){//p.x lies between p1.x & p3.x
                        ++intersectCount;
                    }else{
                        intersectCount += 2;
                    }
                }
            }
            p1 = p2;//next ray left point
        }

        if(intersectCount % 2 == 0){//偶数在多边形外
            return false;
        } else { //奇数在多边形内
            return true;
        }
    }

}
